DISCLAIMER 1: It started as a proof of concept spec, to test trigger gems, not intended for new players, levelling, hardcore or hard maps. However solo performance is good so far.

DISCLAIMER 2: I play on Standard league and accumulated good gear for a discharger. This build might not work otherwise.

DISCLAIMER 3: Prices are going nuts since release on Standard, up to 4 times higher than before. I got most of the gear back in closed beta when it was possible to farm for a reasonable time to get it.

DISCLAIMER 4: This build does not work in parties, unless it is a small party and not public, with a friend or two. Reasons are explained below. A regular discharge setup is strongly recommended for public parties.

DISCLAIMER 5: Several core items are not available in new leagues. This build can still work without them. Please refer to 'Gear availability in new leagues' section closer to the end of this post for details.

- CI and no stun immunity for constant stuns leading to Cast when Stunned gem procs
- Life Leech gems with Ghost Reaver and Vaal Pact passive skills to stay alive and deal with reflect
- Discipline aura for more ES; another aura like Haste (for run speed), Purity (resists) or Grace (evasion or armor with Iron Reflexes passive) can be used as well
- high spell crit ES gear with Voll's Protector and Voll's Devotion to roll charges
- Cast when Stunned and Cast when Damage Taken gems linked to charge generators and discharges to deal damage
- Critical Weakness (curse, more damage), Enduring cry (more endurance charges) and Blood Rage (for frenzy charges) auto casted by lvl 1 Cast when Damage Taken

Run into packs of mobs or to a boss, watch them die. The more damage they deal, the more spell casts proc.

Please note that this build does not work in parties. The character does not take enough damage to proc discharges constantly. Overall damage is low. Unless other party members just follow behind and don't tag monsters.

Weapon: Divinarius (Void Battery might be a better but more expensive option)

Shield: ES + spell crit rare

Gloves: Voidbringer

Belt: ES + resists rare

Boots: Rainbowstride

Please note that it is possible to replace weapon and boots with rare items which can be even better in terms of stats useful for this build.

Also note that Voll's Devotion amulet and Shavronne's Revelation ring no longer drop and are not available in new leagues. Please refer to 'Gear availability in new leagues' section closer to the end of this post for details.

Example of charge generator: Cast when Damage Taken or Cast when Stunned + GMP + Ice Spear + Freezing Pulse (or Fireball). Keep all gems at level 1 (except for Cast when Stunned) for more CwDT procs and less damage from reflect. Skills are used only to generate charges from crits, not for damage.

Summary:
- 1 auto discharge in chest, linked to both CwDT and CwS (not max lvl because I'm still levelling them)
- 1 auto discharge in gloves, linked to CwS (I don't use a second CwDT because its 250 ms cooldown is shared with all similar gem combos)
- 2 auto charge generator setups, one in helm and one in boots, all gems are lvl 1 (except for CwS) for more CwDT procs and to reduce damage from elemental reflect, all linked to GMP: ice spear and freezing pulse linked to CwDT (different spells because CwDT 250 ms cooldown is shared); two ice spears linked to CwS (proc chance is rolled individually for each spell, can’t proc together though
- lvl 5 critical weakness (curse), lvl 5 enduring cry (more endurance charges) and lvl 5 blood rage (buff to get frenzy charges on kill) all linked to lvl 1 CwDT gems in shield and in weapon
- max level Discipline aura in weapon (for more energy shield, link to CwDT gem does not work with it)

This is not intended to be the perfect gem setup. It is what I currently use after testing different options within the time I had.

Without Voll's Devotion there are usually none or just a few endurance carges, therefore '+1 Maximum Endurance Charge' passive skill node is no longer needed. The same reward from merciless bandits quest becomes inferior as well.

To see nearly the worst possible scenario, here is some gameplay footage of running three maps with hard mods (elemental reflect, elemental weakness, vulnerability + shocking ground), without both uniques, without over capped resists, without Elemental Adaptation passive skill node and with just one aura (Discipline): http://www.youtube.com/watch?v=jcnwXtCeRMc.

This video demonstrates limits of this build under quite unfavorable circumstances. Be sure to follow endgame map guidance provided below to properly deal with them.

- Hard but doable map mods are: elemental reflect, lower maximum resistances, elemental weakness, blood magic
- It is most likely enough to just run Discipline aura for all maps with no more than one hard mod
- Skip elemental reflect maps if you take too much damage there

Overall advice:
- A combination of hard map mods can be deadly (like elemental reflect + lower maximum resistances + blood magic)
- For best clear speed use standard gem setup (see 'My current gear and gem setup' section) if it is fine to die from time to time to a combo of hard map mods or an over buffed boss (death frequency depends on gear, knowledge of content and play style)
- For lower clear speed but noticeably better survivability run a full aura gem setup (Discipline + Purity of Lightning + Purity of Fire + Reduced Mana), take Elemental Adaptation passive skill node, over cap cold resist to compensate for elemental weakness (lightning and fire resists should be over capped as well with the help of purity auras), get Shavronne's Revelation ring if possible (for constant ES regeneration), get Voll's Devotion amulet if possible (for endurance charges)
- For more survivability without Voll's Devotion it should be better to use Purity of Ice aura instead of Purity of Fire (no endurance charges from this amulet, but frenzy charges still present from Blood Rage) and over cap fire resistance instead of cold resistance (cold resistance will get over capped from aura)

Example of gem setup for more survivability (changed gems in weapon and boots):

Please note that:
- Degeneration effects do not proc trigger gems, so make sure to learn when they occur and take proper action
- Experiment with gear, gems and talents to find suitable balance between clear speed and survivability according to your needs
- It is possible to swap gems or gear to increase survivability for maps with hard mods if needed
- Remember that if map mods seem hard then you can always to skip or reroll such map
- Results may differ depending on your gear level, play style, knowledge of game mechanics and endgame content

This build is just a proof of concept, but I guess skill/skill/charge is optimal.

Or resists on normal difficulty if you don't have good resist gear.

Power or endurance charge on merciless. Power for damage, endurance for a bit better survivability. Power can be more universal in case you decide to respec to a ranged caster or power-only discarger later.

Now that bandit respecs will be implemented soon, these decisions could be revised at least.

In case they reflect other damage, they should work like reflect. And running into reflect packs is quite amusing as they trigger the following sequence: discharge - reflect - discharge - reflect untill the pack dies. With instant life leeches and charge generators in between.

Fun fact is that it is so fast, faster than a machine gun, more like discharge shotgun... Reflect packs just evaporate into nothing leaving you at full health :).